Another thought was on the Rouge being able to pick pocket. Imagine sneaking behind someone to pick their pocket. When in range, the target character could become semi-transparent and a glowing "line" or path where your hand must go could appear that your hand must follow to reach the targets coin-purse. It would be really neat if this line shifted or even disappeared dynamically based on the targets changing body position. -Fadelis

Super excited for this game! I would be purchasing it for PSVR when it launches, can't wait for the release date.

I have thought about what I want to see in this game and many of the important factors will already be used (according to the videos). One thing that I would love to see is not just customization's, but many ways to customize. Customizing how a character looks, having different skill trees/subclasses, and finding different weapons and armor are all fun aspects to customizing but can still lead to a dull experience if not done right, so I'm looking forward to seeing all of the different ways to make the game involving and not seem repetitive.

My idea for customizing to another level would combine ideas from FF6 and Diablo. I always loved how FF6 Espers worked. You would collect Espers and attach them to a character. That character would then begin learning the skills attached to that Esper for winning battles. For example, by obtaining Ifrit and attaching it to a character, they would start learning the abilities Fire, Fire 2, and Drain. Fire would be learned at 10x rate, Fire 2 5x, and Drain 1x. Each battle would earn you AP, which would go towards learning the abilities. Once it's learned, it's permanently on the character. Now I know that skills in Redemption's Guild will not be learned through a method like this, but I was thinking of using a similar method in customizing weapons.

So here's the idea: In Diablo 2 (for reference) you can find weapons that hold slots for gemstones and runes. These attachable items give you weapons extra stats such as extra damage, poison damage, extra gold for monsters, etc. This idea can be adopted into Redemption's Guild by having common weapons and armor drop with a random number of slots. Some will have 0, some 1, some up to maybe 3 max. Then have a similar item to a gemstone or rune, such as a "shard". I'll call them shards from here on out. So let's say you kill a common monster and it drops a common long sword. This specific long sword has 2 empty slots. Next monster you kill drops a shard that gives +10 health. The shard requires 500 exp to gain the stat. By attaching it to the long sword and equipping it, you will add 10 health to any other stats associated with that weapon. The stat is temporary for now since it's equipped in the sword and will start by showing 0/500 exp. Once you collect enough experience to complete the shard, it becomes a "permanent" stat in your weapon and the shard can be removed and put back into your inventory (or once it's fully leveled it will disappear from being used). It should work where you can add multiple shards at the same time or if you finish leveling up a stat on one slot and you have an extra empty slot, you can now place the same shard into that spot and now gain the same stat twice. Stats can stack, so if you're a cleric with a staff that contains 3 slots, you can use the same +10 MP shard to eventually add a permanent +30 MP stat to that specific weapon. For aesthetic purposes, the shards can make the weapon/armor glow, gleam, or maybe pulsate a color depending on the shard. You can also change out shards if you maxed out it's level but do not wish to have that stat any longer. For example, lets say a Knight adds +1 strength to his long sword with one slot and levels it up so it's a permanent stat. Then later he finds a rare shard that gives +1 strength, +5 HP and +1% chance to cause lightning damage. He can replace the "permanent" stat of his sword with the new shard. It will ask if the player wants to confirm removing the permanent stat for a temporary one. Then once he confirms, the stat will change and his exp bar will go from 500/500 to maybe 0/2000 since it's a rare shard.

Maybe even make them tradeable, so if a cleric finds a +damage or +strength shard he can trade to a Knight that found a +healing or +MP shard. This idea can also be expanded into having an NPC who can add a slot to weapons or armor for collecting certain materials to do it. For example, lets say a boss drops a unique weapon that never drops with a slot. By finding extremely rare materials, that specific weapon can attain one slot through the NPC. It costs 10,000 gold, 5 dragon scales, 3 feathers of eagle, and 1 carving stone or something like that. This could make unique/epic weapons and armor that always drop with the same stats now have a unique twist that makes each player work really hard to collect the materials. Then in the tavern players can ask other players if they have that specific materials to trade/purchase from them.

Oh I forgot to add: Shards would obviously not be overpowered. Stats could be small, even by decimals. Here's some examples:

Just an idea - I would love to see this feature into the game and I'm very excited for it's release!
-coz

Space reserved for Ranger stuff. Archery abound!

Limiting Arrows
I'll probably get some heat for this, but first and foremost I'd like to see rangers have limited arrows and limited arrow capacity.
WHAT?! THAT'S CRAZY TALK KAY! meh, hear me out.

Balancing the feature - I'd suggest giving him a carving knife to cut wood from the environment and/or other materials to craft arrows. These gathering actions could be automatic or manual, perhaps manually shaping arrows correctly makes them more potent. A simple minecraft-like ingredient gui grid would allow for unique arrow manufacturing. To further offset balancing limited arrows, make the arrows more deadly, cause greater impairment, and pass through thinner materials.

Why this works - enhances equipment progress/diversification; the more you play, the more arrows you can hold.

Customizing Bows
As above, implementing limited arrows provides the opportunity for bows themselves to shine.
Consider the scenario --> 'Oh, I ran out of arrows? Luckily I just fitted my bow with a blade I won in a raid. That'll keep those orcs at bay.'

Balancing the feature - I'd suggest putting weight characteristics to these bow attachments. The larger the blade attachment, the more it can affect your aiming with arrows. You could obviously add other things too, like a torches, armor, or even (you guessed it) arrows.

Why this works - enhances equipment progress/diversification; the more you play, the better you are at fending off close enemies.

Using Arrows as Handheld Weapons and/or Tools
Self explanatory.

Balancing the feature - using that arrow to attack/cut would dull it's point, just in case you were still thinking about launching it.

Why this works - enhances equipment utility.

Rangers Excel at Climbing
Give Rangers the ability to make grappling hooks to climb things, they should be able to climb higher than other classes.

Balancing the feature - Make grapple ability limited to both your player level (strength to throw it), and the amount of resources available to make it. Use the carving knife (mentioned above) to acquire vine, each vine adds 10 ft of rope. Crafting rope manually allows for stronger/more durable rope.

Why this works - enhances VR immersion of the class; allows player to see unique areas and stage perspectives, adding strategic opportunities.

Balancing the feature - Make rope-path building ability limited to both your player level (speed in building it), and the amount of resources available to make it. Use the carving knife (mentioned above) to acquire vine, each vine adds 5 ft of rope path. Crafting rope bridges manually allows for stronger/more durable path lines. Rope bridges degrade with use or when used by heavier classes.

Why this works - enhances VR immersion of the class, adds teamwork attribute; allows player to aid team in accessing unique areas, adding strategic opportunities.

Rangers Excel at Wilderness Survival
Give Rangers the ability to survive greater in the forest, such as allowing him to build tree forts, catapults (trebuchets!), expanded material recipes using plants/rocks (e.g. vine bandages), and greater dodge chance % when hiding between multiple trees.

Balancing the feature - Structure-building ability would be limited to both your player level (knowledge to make), and the amount of resources available to make them. Carving knife would be important for these actions. Have dodge chance % between trees increase with player level.

Why this works - enhances VR immersion of the class; adds value to team strategies. -Kayuza

Is there going to be a belt on your character in which you can sheath your sword, or pull potions off of or is this mechanic too involved to be able to implement. I know in the batman Arkham vr game there is a utility belt system that works fairly well and feel a similar mechanic can be implement here to make it more immersive. -Lionsgate

**Here are some ideas, just because they have been reposted by me doesn't mean we took these ideas in their entirety. We do look over the suggestions and they have definitely influenced the creation of the game. Keep the ideas coming so we can better deliver a game everyone will enjoy.**

i would love to a more end game geared dungeon system so you have the dungeons int he game already but it would be great if there was a way to say turn the final boss of said dungeon to a hard mode for end game players, adds replay to old content

One thing I have always liked out of games is not only class specific skills, but also class changes as you level. So starting out as a knight then progressing into the choice of a Gladiator(dps based) or a Paladin(tank based). Or from an elementalist into a sorcerer thats all damage based or a necromancer that has summons and does dots and debilitating skills.

Will there be a system for professions/crafting? I can see this being a pro/con topic but imo I really feel that they enhance gameplay and immersion. Even in the games where the professions don't have much impact due to their items not being particularly great compared to the other items, it gives a sense of progression and accomplishment when you craft bigger and better items. It would be pretty fun just hanging out in the adventure modes farming materials with motion controls, mining, herbalism, or getting wood from trees. Also will there be an Auction House/trading system; once again I realize it is a pro/con system as people can just buy or trade for some of the best gear, but if done right it helps keep the game alive by giving the player a way to profit from their adventures.

QUICK TIME EVENTS

TL:DR at bottom

A mechanic that can be cheesy in regular video games, but I feel has cool potential in vr is Quick Time events. I feel like this could give players moments that make them feel and look like a bad ass in a way that you can't IRL. I'm not a programmer (yet!), so I don't know what is actually feasible, but I'm sure you guys could improve on my idea.

IN COMBAT

Parry - every now and again the enemy attack animation would slow down before it collided with you and a transparent quick time sphere would appear. If you time your swing to hit it before it disappears this could parry the attack. The enemy would be exposed briefly, which could open different strategies in combat. If you are a Knight/Berserker this would give you a second to get in additional hits. You could even give hits made in that time a chance to land crits or something. If you're a Rouge/Ranger you sometimes need a chance to retreat if you pull too much agro. If you take advantage of the parry mechanic, it could give a second for the tank to come in for an attack to pull agro or just give you a chance to create some distance between you and a bad guy. Knights and bererkers could use their main weapons to use parry, but Rangers cannot. Instead of using their bow, they could use a hunting knife or something. Also, if you parry a larger enemy's attack, they might just expose their chest and stagger, but if you parry small enemies it could send them flying back if it is timed right. this could help clear hoards when getting over-whelmed.

Support

Raise - If you're a Cleric, you could have an emergency "raise" type spell that if you cast it within 3 seconds of a death, the person comes back to life with a quarter of their health. To activate, when a person dies, their avatar could disappear, but their crystal could spin for 3 seconds and if the cleric hits the crystal with a heal blast before it shatters, that person would come back to life.

Quick Guard - similar to parry, but for clerics. Before some hits, they have a chance to put up a force field of magic around themselves or their teammates. you can also improve it as you get stronger. At low levels it only reduces damage by 25-50% depending on how good their timing was or 50-100% at higher levels.

Statuses - Elementalists wouldn't have any type of quick time event skill that blocks and parries attacks like the others, but they could have spells that create statuses when they take advantage of the opening. Imagine if a knight parried an attack, creating a two second opening. then the elementalists hits the monster with an ice attack. but because they hit the opening, their attack has the chance to freeze the monster in place. you could have corresponding statuses to each element or even spells that can only be activated if they are landed on an open spot.

Traps

the quick time mechanic could add a lot to traps. imagine a trip wire dropping a swinging log. if you are a lower level, you have to duck to miss it, but if you are a melee class and a high enough level, a quick time sphere will appear when the log gets close enough. You can destroy the log if you hit the sphere at the right time.

For most of these QTE's, they shouldn't be available right away. that way you could struggle through a section/dungeon at lower levels, but when you come back at a higher level you can play it differently with these new mechanics you unlocked.

All in all, i feel like a balanced amount of quick time events can make combat more action packed and strategic. it gives players more immersion and promotes working with your teammates. it could even open up options for combo bonuses and special attacks. also, i believe if done right, it could help with flailing/spamming. The examples i gave were just bare bones ideas. i can definitely expand on them more and i have a tone of ideas on other skills and mechanics that could use quick time events, let me know if you'd like me to expand on anything.

TL:DR- add quick time events that could allow players to block/parry attacks, cast new spells and keep the on their toes while in battle or exploring the environment.

We are currently discussing some ideas for possible professions, one we know for sure will be dedicated to a system we have yet to announce (#shovelmorecoalintothehypetrain). However at the moment we are focusing on bringing a well finished game to you all before we attempt to implement any new systems into the game.

I can't help but feel that the enemies feel out of place, you're roaming a beautiful low-poly enviroment, but the enemies have smooth textures, maybe you could have low-poly enemies so you can keep the same feeling as the environment.

And as someone who suffers motion sickness, you could also add a teleportation movement function as an option for transportation, as well as quick turning.

I love the way the project is turning out and I can't wait to play, keep it up guys!

I'm curious to see what the player character models are going to be like . Are they going to be complete, and full player models with arms and legs or are they going to be that of an unfinished aspect with only a torso, head, and floating hands?

They are not fully connected player models. We went down the path of torso, head, and hands.

The reasoning behind this is due to a few different aspects: at the time 2016 we hadn't seen many (or any) full body rigs that weren't glitchy when the hands were moved up, down, behind back, etc (a lot of games still have this problem). We only had 1 programmer on the team for the longest time and getting fully bodied characters seemed like something that wasn't as important as getting a solid game together with some fun AI to kill. Over the last year or so we have built lore around the players and why they look the way they are, this gives the disembodiedment of the players meaning.

"More classes coughDRKcough and more content/expansions regularly. Paid DLC is fine as long as it's reasonable. We're going to burn through whatever you have a lot faster than you expect. Even if you think you expect us to do it fast already... Horizontal progression and lots of options of things to do when I log in almost to the point of choice paralysis. Thinking FF XI again. Do I go exp a low level job? Try to solo? Earn some gil? Knock out some needed quests? Nyzule Isle? Unlock a job? NM camping? Crafting? Campaign? Conquest? Besieged? Story/rank missions? Supply Quests? Prommies? CoP? BCNMs? etc... etc... etc... You get the point. There were a lot of option on what to do and paths to progress through. The more independent paths I can take, the more options I have each time I log in, the more time I will be there. Especially if it's difficult and comes with a status symbol I can be proud of whether that's a nation rank or a fancy ring/cap that everyone else is jealous of because they know how much time, work and effort went into getting that.
I would also tack on, build a community as best you can. It's something you have less control over but when players randomly start recognizing each other and remembering each other it creates a bond to the game. Locking content behind forced grouping in a VR title may be a risky move but it could work to build community after the game gains popularity and population. This era for MP RPGs might be dead but I'd love to see that level of community return." -MasterShadow

To your point about building a community. I understand why it's not, especially starting out, but I think there should be a long term goal of making at least some aspect of the game free to play. Idk if you make it up to a certain level or if it's you only get one lil janky armor set and no real reward drops until you officially buy a copy, but something to really boost player count. You have the benefit that it's tailored around 4 person multiplayer as opposed to MMO like Orbus, but I think that getting player counts high really helps motivate people to stick with it, especially with VR.

-this could be because i play one a windows mixed reality headset but for my head was back a little on the body so when i looked down it was like i was trying to look down my shirt i dont know if there is a was a recenter button could be added to settings letting us adjust where are center is for the head

- also its prob just cuss its an early demo but audio options to adjust sound like master, sfx, voice.

-windows mixed reality controller support! ;) lol for me the controllers dont bind well at all ive bin able to jury rig it but i cant use the elementalist at all due to how the game thinks im holding my controller so when i throw spells they go way off, again I know not a huge market for us users but would love this as all my friends have this headset as its the cheap easy to set up vr for most of us. (or even just a rebind option in game normally that will let me bind the keys so i can play myself its just most games dont auto assign to the wmr controller to well like the joy sticks)

- ORCS lets talk orcs these machine gun spell masters got some dead eye lol i think making there chance to miss a little high would go a long way i dont know if there is a way to scale difficulty based on solo or group like orcs can be done 1v1 or 1v2 but when they group up there non stop spells makes it really hard when solo

- in game jump, for me teleporting option is very immersion braking and there are spots in game where there is a log or small rock that my guy cant get over by simply walking but i can teleport over if we could get an option to jump would be nice.

- the turn table in the wardrobe was a little low for me and i coulnt turn it very easily if we had an in game option to adjust the floor lvl would help with this i think

-torch or lantern, some areas in the tavern and i imagine in the world will be dark if non mages could get some form of light maybe an unlit torch we carry around in a bag that can be lit from in game fire sources or mage characters

With a couple of hours under my belt in the first Ambassador demo, I wanted to comment a bit about some of the game mechanics. All of my time spent with the game has been with the Rift S, so I am commenting knowing that turning on the Rift platform is a bit rough and buggy.

Movement:

Using the left stick to teleport or slide works great. I'd love to be able to use the right stick to turn but I know that right stick is also used for powered attacks. Changing to requiring a key to pop up a menu for powered attacks and allowing left and right to turn may be one way to overcome this. Another option which may prove to be too clunky would be to set left and right to turn and either up or down on the thumbstick to pop up the menu.

Tavern exploring:

I really like what you've done with the place. Having simple parlor games like dice and chess by the nice warm fire is fantastic. I'd love to see more NPC interaction, but the shop keeper seems great even though she keeps repeating her lines. It's not the biggest deal in the world but I would love to be able to play dice games and chess and maybe some simple card games with the NPCs or with my multiplayer guild mates in the future. A simple game of liar's dice or an adaptation of something like Zombie Dice could make for a fun diversion while waiting on that one friend that's stuck at work or doing chores and unable to make our scheduled meet ups on time.

The dojo works well but I'd love a more guided tutorial. Some of the attacks were unclear even though spelled out on either the right thumbstick dialogue or the dojo wall. When I got into battle in the arena, I'd think I was accomplishing something doing special attacks and I wasn't using them properly. Working on those practicing those attacks in the arena is extremely helpful as you see the true effects on the enemy combatants. Doing the practice on dummies in the dojo didn't have the same effect. A suggestion in this area would be to either have interactive enemies in a practice arena or even within the dojo. Another that may be a bit more fun would be to allow guild mates to spar with one another for practice and mastery of their skills.

Switching character classes at the cauldron worked well and was a very fluid process. Selecting the arena on the map felt the same. I like that these are objects in the world and not just a menu that pops up in front of you. The menus being incorporated throughout the world like that works well in my opinion.

I haven't accepted the gift from the yellow colored altar looking thing in the corner yet nor have I upgraded with shards but I'm familiar with their existence. I have however made some purchases and upgraded my rogue with better weapons and a shiny green piece of headwear.

I really enjoyed the layout of the tavern/dojo/inn complex. Again, it felt intuitive and unique to the game. While ultimately a lot of things get to a text driven menu of sorts, having those menus accessed from within real in game world objects is very cool.

Arena and combat:

Keeping with the theme of the menu system being embedded into the world, I really like the arena wall with the start and return to tavern buttons. I'd kind of like the poster above it to change "Erik the Knight vs 4 angry skeletons" for one wave and "Erik the Knight vs a bunch of staff wielding badass orcs" for another would be fun to see but maybe too complicated to build.

In describing combat I'm going to start out by saying that I don't play any MMOs so I'm not familiar with terms that people who do play those types of games would use. The only one I will use here is "spamming" which I interpret to mean repeating an attack for either similar success or similar failure.

As a knight having a sword and shield, I struggled with both the effectiveness and usefulness of the shield. The powered up shield attacks didn't seem to do much against the waves of enemies and I wasn't certain how much the shield helped protect me from their attacks either. I couldn't tell if I was parrying at any point via sword or shield and thus end up running away to try to find a better angle to approach the enemies.

I like that the enemies have their own mentality and intelligence levels. I've seen a single skeleton call to their friends for help and form an angry mob to attack. I've seen one that realizes they are the last of their kind crouch down for a little rest before attacking. The orcs' staff is an incredibly powerful weapon and may need to be toned down, especially for single players using a knight.

I wasn't super clear on the white and red orb collection and sometimes treasure would stick to my chest, other times it would just sort of float in the air in front of me. I wasn't sure if that was a bug or if different treasure had different attributes for collection.

Playing as a rogue, once I got the rhythm down, I felt like I was pretty unstoppable. Here's where "spamming" came in. I learned how to effectively use the poison and a bunch of downward stabs at once to kill off hordes pretty easily. I like the rogue's ability to become invisible. I like that having a weapon in each hand feels like it adds to the effectiveness of attacks. I'm not sure that allowing spamming those attacks pretty quickly in succession is that good of an idea.

Overall, I like the way combat works in the arena but wish there was clearer indication of when you are parrying an attack or when you have been hit. I like that you have to holster a weapon and grab your potion and drink it to heal. Makes it feel more immersive to me. I'm not sure yet how I feel about treasure and loot gathering. Maybe have a loot bank that collects it in a specific area near the starting position instead of a bag you pull to your chest?

Bugs:

I have reported the disappearing right hand bug for the rogue. Turns out it wants to be even more invisible even for the player! Also reported a bug that for me makes the elementalist unplayable. I can't cast spells from the tome in the game's current state. For that reason I haven't commented on elementalist battle technique as I don't yet have one!

I tend to play games in bite sized 15-30 minute increments and so far, I really like that Redemption's Guild allows for that style of gameplay.